Planetary Annihilation Engine Architecture Update - Terrain

Discussion in 'Planetary Annihilation General Discussion' started by neutrino, February 10, 2013.

  1. neutrino

    neutrino low mass particle Uber Employee

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    Cool paper, I wish I had read it when originally working on this stuff but I did all of the architecture work in September of 2012.

    I think your paper does a good job of highlighting a lot of interesting techniques and certainly some of the stuff in there (like relaxing the uv's) is used in PA. However, the whole planet still suffers from the "blob" look that you get from not having enough voxel resolution and that's the problem I was specifically trying to avoid with the design of our system (as you can see in the original concept video that has some nice hard edges in it).

    Anyway I thought you paper was very well done.
  2. neutrino

    neutrino low mass particle Uber Employee

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    Yes. This is the main reason for breaking it up into pieces.

    Actual algorithm would take a while to describe but once some setup is done each brush only needs to mutate itself until the final stitching process (which is fast).
  3. acey195

    acey195 Member

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    Thanks :D, I will certainly try to add support for more sharp features. I only use voxels as an intermediate step. If I render out an extra LOD, the sampling doubles, but does take up a lot of render time. I also apply most of my noise after this sampling, meaning I could subdivide everything and render out more sharp features. But I guess I could try to add support for this at lower resolutions as well.

    here is Miguel Cepero's blog, he is building a real time voxel world, which has support for more sharper edges, stepping away from simple cubemarching. http://procworld.blogspot.nl/2012/10/snow-biomes.html
    I think this blog contains more stuff that could be useful, like texturing techniques.
  4. kvalheim

    kvalheim Post Master General

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    Off topic: Damn Acey, you're at the University I -would- be going to if the system didn't mess up my place last year, and if my parents could afford the overlap with my brother going to uni this year -.-
  5. acey195

    acey195 Member

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    That is tough :/. I could send you some of the course material, if you want, depending on the subject you wanted to train in. edit: Pm me if you want
  6. MasterKane

    MasterKane Member

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    CSG is a very nontrivial decision for ingame terrain system, indeed. Honestly, I've never considered any models beyond heightmap and voxel/volumetric for that purpose. BTW, considering we have deformable terrain and terraforming, how the engine will avoid geometry tree overgrowth caused by continous deformation of the same parts? I.e.:

    Will such a deformation cause transformtions of a deleted plates to be truncated, or next deformation will rebuild plate from initial state through all its transformations up to deletion?

    Another interesting question is physics. If we destroy foundation of hangover, can it act as an independent object, i.e. fall to the ground, or it will continue to float mid-air?
  7. pantsburgh

    pantsburgh Active Member

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    Very cool. CSG made me cringe a bit initially as it brought back memories of Unreal 2.5 and all the silly rules you had to follow to keep the CSG clean. It does sound like a good solution for this scenario, though.

    I assume this just means the terrain and nav system will support caves/layers. The game would need some sort of UI mod to allow giving unit orders on underground terrain, yes?
  8. neutrino

    neutrino low mass particle Uber Employee

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    Yeah, the UI is the tricky part. We are just trying to solve it for planets with canyons and some bridges.
  9. KNight

    KNight Post Master General

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    Yussssssss

    I can has real city maps?

    Mike
  10. neutrino

    neutrino low mass particle Uber Employee

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    Define "real" city maps.
  11. KNight

    KNight Post Master General

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    Actually, not that I think about it, that's a good question, I guess something along the lines of what was seen in the FA intro, but obviously more varied than that...

    Mike
  12. BulletMagnet

    BulletMagnet Post Master General

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    Coruscant.
  13. bobucles

    bobucles Post Master General

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    Urban scrapyards.
  14. Pawz

    Pawz Active Member

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    I think if we could battle across city terrain of bridges and buildings (or metal planet layers) that would be really cool.

    Vertical space as a tactical / strategic aspect is going to be awesome.
  15. syox

    syox Member

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    We therefore then need climbing units.
  16. Hydrofoil

    Hydrofoil Member

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    Im guessing massive sort of urba areas on multiple levels and stuff like that. Im going to assume along the lines of Coruscant from Starwars type stuff maybe? i dunno but thats id like to see on metal worlds actually fights sprawling across multiple levels as your units battle to keep control of various bridges across giant metalic chasms! whilst fighters streak through them engaged in dog fights.

    The AWESOME is endless!
  17. Col_Jessep

    Col_Jessep Moderator Alumni

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    Great read Jon, thanks!
  18. neutrino

    neutrino low mass particle Uber Employee

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    Just as an FYI we aren't currently building cities but I could definitely see that being interesting down the road.

    Coruscant is probably pushing it a bit far too...
  19. Col_Jessep

    Col_Jessep Moderator Alumni

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    City maps are a very popular idea since the FA intro. You have no idea how many requests I got as mapper to make a huge city map in FA. I even started once but there were a lot of problems that held me back in the SupCom engine. I did manage to build whole city blocks from prop buildings though without using mods. But then I got lazy... :p
  20. Culverin

    Culverin Post Master General

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    Re: Planetary Annihilation Engine Architecture Update - Terr

    For the engine?
    For the AI?
    Or for the scope of Uber's release.

    WE could always build Corscant.

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